mirror of
https://github.com/servo/servo
synced 2026-05-14 19:06:31 +02:00
Servo has a lot of comments like this: ```rust // https://example-spec.com/#do-the-thing fn do_the_thing() {} ``` and I keep turning these into doc comments whenever I'm working close to one of them. Doing so allows me to hover over a function call in an IDE and open its specification without having to jump to the function definition first. This change fixes all of these comments at once. This was done using `find components -name '*.rs' -exec perl -i -0777 -pe 's|^([ \t]*)// (https?://.*)\n\1(fn )|\1/// <$2>\n\1$3|mg' {} +`. Note that these comments should be doc comments even within trait `impl` blocks, because rustdoc will use them as fallback documentation when the method definition on the trait does not have documentation. Testing: Comments only, no testing required Preparation for https://github.com/servo/servo/pull/39552 --------- Signed-off-by: Simon Wülker <simon.wuelker@arcor.de>
89 lines
3.9 KiB
Rust
89 lines
3.9 KiB
Rust
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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use dom_struct::dom_struct;
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use crate::dom::bindings::codegen::Bindings::GamepadButtonListBinding::GamepadButtonListMethods;
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use crate::dom::bindings::reflector::{Reflector, reflect_dom_object};
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use crate::dom::bindings::root::{Dom, DomRoot, DomSlice};
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use crate::dom::gamepad::gamepadbutton::GamepadButton;
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use crate::dom::window::Window;
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use crate::script_runtime::CanGc;
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// https://w3c.github.io/gamepad/#gamepadbutton-interface
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#[dom_struct]
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pub(crate) struct GamepadButtonList {
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reflector_: Reflector,
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list: Vec<Dom<GamepadButton>>,
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}
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impl GamepadButtonList {
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#[cfg_attr(crown, allow(crown::unrooted_must_root))]
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fn new_inherited(list: &[&GamepadButton]) -> GamepadButtonList {
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GamepadButtonList {
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reflector_: Reflector::new(),
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list: list.iter().map(|button| Dom::from_ref(*button)).collect(),
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}
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}
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pub(crate) fn new(
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window: &Window,
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list: &[&GamepadButton],
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can_gc: CanGc,
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) -> DomRoot<GamepadButtonList> {
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reflect_dom_object(
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Box::new(GamepadButtonList::new_inherited(list)),
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window,
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can_gc,
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)
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}
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}
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impl GamepadButtonListMethods<crate::DomTypeHolder> for GamepadButtonList {
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/// <https://w3c.github.io/gamepad/#dom-gamepad-buttons>
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fn Length(&self) -> u32 {
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self.list.len() as u32
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}
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/// <https://w3c.github.io/gamepad/#dom-gamepad-buttons>
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fn Item(&self, index: u32) -> Option<DomRoot<GamepadButton>> {
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self.list
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.get(index as usize)
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.map(|button| DomRoot::from_ref(&**button))
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}
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/// <https://w3c.github.io/gamepad/#dom-gamepad-buttons>
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fn IndexedGetter(&self, index: u32) -> Option<DomRoot<GamepadButton>> {
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self.Item(index)
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}
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}
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impl GamepadButtonList {
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/// Initialize the number of buttons in the "standard" gamepad mapping.
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/// <https://www.w3.org/TR/gamepad/#dfn-initializing-buttons>
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pub(crate) fn init_buttons(window: &Window, can_gc: CanGc) -> DomRoot<GamepadButtonList> {
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let standard_buttons = &[
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GamepadButton::new(window, false, false, can_gc), // Bottom button in right cluster
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GamepadButton::new(window, false, false, can_gc), // Right button in right cluster
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GamepadButton::new(window, false, false, can_gc), // Left button in right cluster
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GamepadButton::new(window, false, false, can_gc), // Top button in right cluster
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GamepadButton::new(window, false, false, can_gc), // Top left front button
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GamepadButton::new(window, false, false, can_gc), // Top right front button
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GamepadButton::new(window, false, false, can_gc), // Bottom left front button
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GamepadButton::new(window, false, false, can_gc), // Bottom right front button
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GamepadButton::new(window, false, false, can_gc), // Left button in center cluster
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GamepadButton::new(window, false, false, can_gc), // Right button in center cluster
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GamepadButton::new(window, false, false, can_gc), // Left stick pressed button
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GamepadButton::new(window, false, false, can_gc), // Right stick pressed button
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GamepadButton::new(window, false, false, can_gc), // Top button in left cluster
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GamepadButton::new(window, false, false, can_gc), // Bottom button in left cluster
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GamepadButton::new(window, false, false, can_gc), // Left button in left cluster
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GamepadButton::new(window, false, false, can_gc), // Right button in left cluster
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GamepadButton::new(window, false, false, can_gc), // Center button in center cluster
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];
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rooted_vec!(let buttons <- standard_buttons.iter().map(DomRoot::as_traced));
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Self::new(window, buttons.r(), can_gc)
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}
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}
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